CCM2 Epic Mod

microactive, welcome at CFC :band: [party] and thank you very much for your kind words about CCM. :)
Congratulations, that you managed to run CCM 2.5 on Arch Linux using proton to run Civ 3 on Steam. :thumbsup:
Is there anything that can be done to improve performance in the mid to late game? When I get to the industrial era it takes forever to load on map size 180x180. Should I just play with less civs?

Very helpful is running CCM 2.5 on a pc with a powerful cpu (here the power of the strongest core is decisive for Civ 3). The need to speed up the performance of CCM in era 3 and 4 is quite common when playing this mod on computers with less powerful CPUs. That´s why CCM 2.5 holds a link for that problem even in its starting window:

Better Game Speed.jpg


Better Game Speed 2.jpg


I find myself always running behind on tech no matter how hard I try to keep up, even on Warlord difficulty. What am I missing here? Any tips would be appreciated.

Start with an expansionistic civ as this trait allows to have a better success when popping up goody huts (and to receive additional techs). Don´t get in panic when your neighbours seem to be far in front of you in the tech race. Explore, explore and explore and you will make contact with other civs, which are behind in the tech race like your civ. Trade for techs as much as possible, especially with other civs that are "behind" with techs like you and frequently you can close the gap. Don´t forget, that CCM offers a special option to trade resources with other civs from the start of the game (even for techs) without needing a normal trade route by road or by sea to the capital of that civ.

The normal option to build more workers for increasing the commerce in your civ in CCM is not working, as you cannot build workers in the early game by normal production (what is absolutely intended), but your first preference for building anything in your capital should be to build the SW Worker Houses, as this SW in constant intervals autoproduces a unit (the apprentice), that can be upgraded to a worker without any additional costs.
 
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- Post a save for others to see.
- build more workers
Attached.

Since workers cant be built until era 3 there doesn't seem to be a whole lot to do there. Tech wise I find myself having to rush the Great Library every game in order to compete with the AI.
 

Attachments

microactive, welcome at CFC :band: [party] and thank you very much for your kind words about CCM. :)
Congratulations, that you managed to run CCM 2.5 on Arch Linux using proton to run Civ 3 on Steam. :thumbsup:


Very helpful is running CCM 2.5 on a pc with a powerful cpu (here the power of the strongest core is decisive for Civ 3). The need to speed up the performance of CCM in era 3 and 4 is quite common when playing this mod on computers with less powerful CPUs. That´s why CCM 2.5 holds a link for that problem even in its starting window:

View attachment 654026

View attachment 654028



Start with an expansionistic civ as this trait allows to have a better success when popping up goody huts (and to receive additional techs). Don´t get in panic when your neighbours seem to be far in front of you in the tech race. Explore, explore and explore and you will make contact with other civs, which are behind in the tech race like your civ. Trade for techs as much as possible, especially with other civs that are "behind" with techs like you and frequently you can close the gap. Don´t forget, that CCM offers a special option to trade resources with other civs from the start of the game (even for techs) without needing a normal trade route by road or by sea to the capital of that civ.

The normal option to build more workers for increasing the commerce in your civ in CCM is not working, as you cannot build workers in the early game by normal production (what is absolutely intended), but your first preference for building anything in your capital should be to build the SW Worker Houses, as this SW in constant intervals autoproduces a unit (the apprentice), that can be upgraded to a worker without any additional costs.

Thanks for the quick response. I have a Intel i7-8700k so CPU should definitely not be an issue. I guess I was expecting there to be some kind of work-a-round in the configuration files somewhere to optimize the game better.
I will note: the save I provided in my last post continues to crash my game on the next turn no matter what I do. Civ 3 w/ proton works but it definitely does not run as clean as it did when I played it on Windows.
 
Since workers cant be built until era 3 there doesn't seem to be a whole lot to do there. Tech wise I find myself having to rush the Great Library every game in order to compete with the AI.
Answering the bolded: in CCM, it is pretty much essential to build the Worker House and Slave-Market(?) improvements. Both are autoproducers, and thus should be built as early as possible, in order to obtain as many of those rare/precious units as possible.

The WH autoproduces Apprentices, which then upgrade to your Civ-specific Workers — the WH should be built in a town which contains an improvement allowing upgrades. (IIRC, the CCM-Palace allows this, and may actually be a prerequisite for the WH). The SM autoproduces Enslavers, which don't need to be upgraded but should ideally still begin as Veterans, because they are intended to be sent out to attack/kill the AI's units, in the hope of 'capturing' additional Slaves. (Enslavers are Invisible, Hidden-Nationality units, so you can do this without officially declaring war).

Then use those Workers + Slaves to build roads across your territory to increase your towns' Commerce-output, which should in turn help you to research faster. (And build mines and irrigation as well, obviously!) Make sure you defend your Workers and your towns, though, because the AIs can and will also autoproduce Enslavers — but unlike you, AI-controlled HN-units can attack and capture your towns even while at peace!

(NB Especially during the early game, to minimise the number of [extra] defenders needed, it's best to keep your workforce in easily defended stacks, improving one tile at a time, rather than sending unguarded individual workers to improve multiple tiles simultaneously)
 
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...the save I provided in my last post continues to crash my game on the next turn no matter what I do.
microactive, normally I am very interested in save files about game crashes, but at present I have installed the test files for CCM 2.6 and therefore cannot play any longer CCM 2.5 save files on my pc. So here I can only post a guess (based on CCM games played with windows): Most CCM "crashes" result from the houseboat bug (remaining settler of an otherwise eliminated civ on a boat). This is a general bug of Civ 3 that was fixed with Civ 3 vanilla and returned with C3C. The Flintlock mod holds a patch for this bug.
 

[B]Civinator[/B] hi, at what stage CCM 2.6? looking forward to what's new​

There are a lot of new features in it, mostly using the Flintlock mod. CCM 2.6 is currently in the test phase and I want to have some features of the next version of the Flintlock mod in that next version of CCM, too, especially the new harbor/airport icons linked to the units and not the trade net and for units with the king flag acting as normal defenders.

For a list of other new features I will post them shortly before the release.
 
I made a pc count of the current CCM 2.6 units folder compared to the old CCM 2.5 units folder (I didn´t count them myself):
The CCM 2.6 units folder at present holds 3.551 units (plus the normal Firaxis units) compared to 2918 in the CCM 2.5 units folder (plus the normal Firaxis units).

Here is one of the new units:

New Ship.gif
 
Fantastic mod buy why?

Pollution has been virtually eliminated.

Pollution Is and important feature of a civ game imho
 
I made a pc count of the current CCM 2.6 units folder compared to the old CCM 2.5 units folder (I didn´t count them myself):
The CCM 2.6 units folder at present holds 3.551 units (plus the normal Firaxis units) compared to 2918 in the CCM 2.5 units folder (plus the normal Firaxis units).

Here is one of the new units:

View attachment 654224
:wow: You gave me a "heads up," but -

:bowdown: :clap: :dance:


:D
 
Fantastic mod buy why?

Pollution has been virtually eliminated.

Pollution Is and important feature of a civ game imho

Here is the entry in the CCM ingame help for pollution:

Pollution.jpg


Soren Johnson in his skillful analyses of Civ 3 in the manual of Civ 4 Vanilla (pg. 160 of the German manual) called the unnecessary micromanagement of workers to deal with pollution, as it is implanted in standard Civ 3, an "unfun" game element and I completely agree with this analyses. As in Civ 4, in CCM the pollution caused by buildings is represented by a negative happiness provided by those buildings to a city and no longer by forcing myriads of workers to clean up tiles on the map.
 
Fantastic mod buy why?

Pollution has been virtually eliminated.

Pollution Is and important feature of a civ game imho

IMHO getting rid of pollution is one of the best things, if not THE best thing, this mod has done. I hate constantly cleaning up pollution.
 
I deal with the issue of pollution in several ways in my mods, using the standard Civ3 editor.

First, my town size ranges from 9 to as high as 15, while my city size ranges from 20 to 28. As that means all tiles are being worked with the surplus population as various extras, I really do not worry about metropolises. I do not build hospitals, although I could take away the allow city size 3 function. The Battlefield Medicine Small Wonder becomes available with Medicine, and no other building required.

Second, my hydro plants have a -2 pollution rating, while the Palace, Forbidden Place, and Hoover Dam all have a -4 pollution rating.

Lastly, if pollution does occur, I have the clear pollution worker job set for 4, so one turn for one worker to clear.

Overall, I do not view pollution as a major issue in the game.
 
Hey civinator how are you? and how is the progression with ccm 2.6 if you need testers am in my friend, now let me ask a question i had in mind for a long time, is it possible to make a certain unit shields cost lower if you got a certain ressource access and if not it would cost highe shields, for example infantries(line infantries and so on) can cost less shields if we got saltpeter ressource but cost higher shields if we dont gt saltpeter, i just wonder is it doable with the current editors available and if not can you ask flintlock if he can do it, I will ask him too, would be great if it is possible
 
Hazem, thanks I am fine, so my time at present is very limited for modding by RL issues.

A setting, that a unit can be produced at expensive costs without a needed resource and be produced much cheaper with a needed resource can be done very easily with all C3C editors. You only must set the expensive unit to be obsoleted by the cheaper unit. Per example: The musketman without saltpeter, available with tech Gunpowder costs 90 gold and the saltpeter musketman, available with tech gunpowder (the same tech) costs only 60 gold. Set the expensive musketman upgrading to the saltpeter musketman.
 
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